Using Cycles. I have lit and rendered 20 different objects with the same lighting set up.
Now using same setup to render a glass object, as part of the series.
However the emmissive plane used for lighting is now showing up in the glass reflection of this particular shot.

I don't want to change the lighting now. Needs to be uniform across the previous 20 renders.

Tried turning off that light object's Glossy ray visibility, but that made the glossy objects around the glass too dark.

Is there another way to keep the scene just as well lit, but remove the plane's reflection from the glass?

I've got the impression from this post that 'render layers' might have to be involved, but I'm quite new to blender, a bit short on time, and hoping for simpler method, if anyone knows.

$\begingroup$@lemon tried just reftraction shader, and mixing refraction with transparency shader, but neither was transparent anymore, it seems, no matter what factor I used to mix the two. Needs to be transparent for background purpose.$\endgroup$
– sliverJul 21 '16 at 7:16

$\begingroup$glass on the left, refraction on the right : i.gyazo.com/c95c1f7e16df930e96b738e64d9a32c0.png. Think about refraction to be a not glossy glass (only keeps IOR). But as the glossy aspect is lost for every objects, I don't know if it can be an answer$\endgroup$
– lemonJul 21 '16 at 7:23

$\begingroup$Hello and thanks... that requires some roughness in the glossy shader, am I right ?$\endgroup$
– lemonJul 21 '16 at 7:42

$\begingroup$@Leon Cheung, your solution looks great, exactly what I want. But my result does not match your result. I posted a screenshot of my results in the question. Any ideas what could be wrong?$\endgroup$
– sliverJul 21 '16 at 8:39

$\begingroup$@sliver Hmm, maybe you could share the file? That would be really helpful for improving the answer.$\endgroup$
– Leon CheungJul 21 '16 at 10:33

$\begingroup$@lemon it seems you are right, I'll have a deeper look.$\endgroup$
– Leon CheungJul 21 '16 at 10:37

$\begingroup$I think we missed a big point: Cycles doesn't support per-object light path, which means, you CANNOT disable ray visibility of the emission plane for particular object. So it has to be done with help of render layer, object or material index, and post-composition I'm afraid.$\endgroup$
– Leon CheungJul 21 '16 at 12:58